AC 18, touch 16, flat-footed 15 (+1 armor, +1 deflection, +3 Dex, +1 insight, +1 natural, +1 Wis)
hp 80 (10 HD; 5d8+5d10+22)
Fort +11, Ref +9, Will +11; +2 vs. enchantments, +2 vs. the attacks of creatures you have identified through Kirin style, +2 resistance bonus vs. poison
Defensive Abilities evasion; Immune sleep
Speed 40 ft.
Melee +1 keen fire-forged steel fauchard +14/+9 (1d10+8/15-20) or
. . mwk cold iron fauchard +14/+9 (1d10+7/18-20) or
. . unarmed strike +12/+7 (1d6+5)
Ranged shuriken +10/+5 (1d2+5) or
. . shuriken +10/+5 (1d2+5)
Special Attacks martial flexibility 5/day, stunning fist (4/day, DC 16)
. . Transmutation (Corded belt, 6 points) Resonant—physical enhancement; Focus—legacy weapon
Investigator (Psychic Detective) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—enlarge person (DC 14), long arm[ACG]
. . 0 (at will)—dancing lights, detect magic, read magic, stabilize
Occultist Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—feather fall, lead blades[APG]
. . 0 (at will)—mage hand, mending
Str 20, Dex 16, Con 14, Int 16, Wis 12, Cha 7
Base Atk +7; CMB +17 (+21 reposition, +22 trip); CMD 31 (33 vs. reposition, 34 vs. trip)
Feats Blind-fight, Combat Expertise, Combat Reflexes, Extra Mental Focus[OA], Fury’s Fall, Greater Reposition[APG], Improved Reposition[APG], Improved Trip, Improved Unarmed Strike, Iron Will, Kirin Style[UC], Stunning Fist, Weapon Focus (fauchard)
pragmatic activator, student of philosophy
Acrobatics +11 (+15 to jump), Appraise +7, Bluff -2 (+3 to lie (as a result of using Int instead of Cha)), Climb +11, Craft (alchemy) +7, Craft (rope) +5, Diplomacy +2 (+7 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +16 (+18 vs. magic traps), Fly +7, Heal +5, Knowledge (arcana) +15 (+17 competence to identify monsters), Knowledge (dungeoneering) +9 (+11 competence to identify monsters), Knowledge (engineering) +7 (+9 competence to identify monsters), Knowledge (geography) +7 (+9 competence to identify monsters), Knowledge (history) +7 (+9 competence to identify monsters), Knowledge (local) +9 (+11 competence to identify monsters), Knowledge (nature) +9 (+11 competence to identify monsters), Knowledge (nobility) +7 (+9 competence to identify monsters), Knowledge (planes) +9 (+11 competence to identify monsters), Knowledge (religion) +9 (+11 competence to identify monsters), Linguistics +9, Perception +21 (+23 vs. magic traps), Ride +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +7, Survival +5 (+7 to notice and follow tracks in Arctic environments, +7 to avoid becoming lost), Swim +9, Use Magic Device +16; Racial Modifiers +2 Perception
oil of magic weapon (2), scroll of darkvision (x3) (CL 5th), scroll of fly (x3), scroll of protection from arrows (x5), scroll of see invisibility (x5), wand of cure light wounds, wand of feather step (50 charges), wand of mage armor (50 charges), wand of mirror image, wand of protection from evil (50 charges), wand of shield (50 charges), acid (3), alchemist's fire, smelling salts[APG], tanglefoot bag; Other Gear +1 keen fire-forged steel fauchard, mwk cold iron fauchard, shuriken (5), shuriken (5), dusty rose prism ioun stone, amulet of natural armor +1, daredevil boots[ARG], eyes of the eagle, first aid gloves, handy haversack, headband of vast intelligence +2, lepidstadt investigator's hat, ring of protection +1, snakeskin tunic[UE], wayfinder[ISWG], bandolier[UE], bandolier[UE], belt pouch, belt pouch, climber's kit, masterwork backpack[APG], masterwork thieves' tools, pathfinder chronicles, volume 27, powder[APG] (2), string or twine[APG], sunrod (3), weapon cord[APG], weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, mule, animal harness, bedroll, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, pack saddle, piton, saddlebags, trail rations, waterskin, 16,532 gp, 1 sp, 7 cp
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extra Spells (Transmutation [Corded belt]) Select this to add extra spells of the selected school to the occultist's spell list.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Implements (Su) Gain a series of items which grant access to schools and powers.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Kirin Style May make Knowledge check against opponent as swift action to gain bonuses
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) CMB = other BABs + Monk level
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Stunning Fist (4/day, DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Transmutation (Corded belt) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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